trixs wrote:
Edit: Nevermind.. Works in space find but you apply an animator to it and it goes nutty when contacts ground. I really dont think I will ever understand how to actually create a camera that is smoth.
Don't give up to soon. Coding a camera is hard and for many professional games the programmers also had to spend weeks until they got it right. At the moment you find a line from where the camera is to the place where it looks at. And then you move the camera along that line, so it gets on each step closer to the target at which it looks. So after a while your camera should reach the target. If you step once more the camera should turn and if you reach the target exactly it can no longer move, because the line does no longer have a direction.
I suppose you use some camera like the fps-cam or the maya-cam as basis, otherwise you would not be able to look in any direction as the target would always be at the same place. Those cameras already do translate key- and mouseinput into camera movement and camera target placement. It might be worth to check the code of those to find out how they are doing that. Once you want to add stuff to those it's mostly easier to use a very basic camera and code everything for it yourself.
It helps if you know really exactly what you want to be able to do with your camera. As player you don't notice it that much - all 3rd person cam's look the same. But as programmer you learn that there are actually a lot of differences. You need to know at which target it has to look all the time and at which position the camera should be and also if it might need to be rotated in some way additionally (like beeing upside-down or just a little tilted).
And then you have to translate that in math. Which means usually learning more about vectors and matrices. But if you know exactly what you want and you can describe it good enough you can also ask for help here :-)